
GM Everflame |

Bern's mighty stroke doesn't even graze the nearest skeleton (3).
Two skeletons descend upon Nadab, the first scratching at the sorcerer with its claws, managing to slash him (for 4 damage). The second, stepping forward and striking him with its ancient weapon (for 6 damage).
The skeleton nearest Bern brings both its ragged claws down at the fighter, but only manages to harmlessly graze his armor.
The three skeletons toward the back of the chamber crowd around Venedictos and Zane. One skeleton brings its scimitar down upon the cleric, another against the ranger, but neither is able to connect.
Bern
Skeletons
Zane
Nadab (1/11 HP)
Venedictos
If possible, please use the numbers I've assigned to each skeleton on the ditzie to reference which you are attacking.
Claw 2: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Scimitar: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d6 ⇒ 6
Claw 1: 1d20 + 2 ⇒ (6) + 2 = 8
Claw 2: 1d20 + 2 ⇒ (6) + 2 = 8
Scimitar: 1d20 + 0 ⇒ (1) + 0 = 1
Scimitar: 1d20 + 0 ⇒ (8) + 0 = 8

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Zane almost drops his weapon seeing the skeletal apparitions all over them. However, he regains his composure and swings wildly at the creature directly in front of him (Skeleton 5).
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Seeing that he missed wildly, he takes a step to the right, trying to keep the skeletal monstrosities at distance, while trying to avoid being caught between two of them. NEW MAP

Nadab |

.
Nadab cries out as the skeletons weapons and claws bite into his flesh. Blood runs down his arm from a wound on his shoulder and more is staining his shirt at the hip. " Help! "
He steps towards Bern dropping his spear. He ducks and weaves as he chants and a glowing blue shield forms between the skeletons and himself.
Concentration to cast defensively (DC17): 1d20 + 5 ⇒ (17) + 5 = 22
Casting shield.
AC:16

Venedictos |

"Up the steps," Venedictos says, then begins to sing. As the music fills the chamber, life and beauty seem to bloom everywhere, including within the skeletons themselves.
Channel: 1d6 ⇒ 1
I guess don't bother with the saving throws... :P

Bern Kinman |

5 foot step to south, attack #2
Bern yells "They're all around us" and steps to the south to swing at one the undead that just hurt his friend.
Great Sword: 1d20 + 5 ⇒ (8) + 5 = 13 for damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17

GM Everflame |

The holy energy bursts from Venedictos, searing the skeletons' bones. Each pauses momentarily, as if seized by some invisible force, before continuing forward with their assault. Despite their efforts, neither Zane or Bern are able to hit their targets.
The skeleton (1) beside Nadab slices into the sorcerer's flesh with a gnarled claw (for 4 damage), dropping the grievously injured mage to the ground.
The skeleton (2) beside Bern lunges at the fighter, but misses with both claws. Another skeleton (3) steps forward and brings its rusted scimitar against the warrior, managing to nick Bern's forearm (for 1 damage).
The skeleton (4) in front of Venedictos lashes out with both claws, digging a deep scrape across his chest (for 4 damage).
The remaining skeletons lumber forward toward Zane. The first (5) brandishes its scimitar against the ranger, striking a glancing blow across the legs (for 1 damage). The second (6) also swings its weapon, but is unable to connect.
Bern (15/16 HP)
Skeletons (-1 HP)
Zane (12/13 HP)
Nadab (-3/11 HP, unconscious, dying)
Venedictos (5/9 HP)
Poor Nadab ... remember to make your DC 13 CON save against dying.
Claw 2: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 1: 1d20 + 2 ⇒ (13) + 2 = 15
Claw 2: 1d20 + 2 ⇒ (2) + 2 = 4
Scimitar: 1d20 ⇒ 18
Damage: 1d6 ⇒ 1
Claw 1: 1d20 + 2 ⇒ (14) + 2 = 16
Claw 2: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Scimitar: 1d20 ⇒ 19
Scimitar: 1d20 ⇒ 9
Damage: 1d6 ⇒ 1
Skeletons - 3/4

Venedictos |

Venedictos sends out another wave of positive energy, once again targeting the skeletons.
1d6 ⇒ 6 Will save DC 14 for half damage
This time, the song hits a higher note, and a divine resonance fills the chamber. Bones rattle, and a few fall away from each skeleton. Despite what he said earlier, with Nadab going down, he steps into a corner near him.

GM Everflame |

The skeletons fall into a heap as they are blasted with Venedictos's holy energy. You can still hear the wailing coming from somewhere in the crypt.
The western door is made of sturdy wood and appears to be unlocked.
The eastern door is made of the same sturdy wood, but appears to be locked.
Combat over. Figure you'll probably want to heal up before moving on, but posted the room descriptions just in case you're anxious to move forward.

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"Undead! I hate those things. Bravo Venedictos, your timely reaction saved us all. Will you please take a look at Nadab, he seems to be hurt real bad, and I do not know much about healing." - Zane addresses the priest before looking around. Are there any remains, outside of bones, left by the skeletons?
He studies the eastern door shortly before deciding that the lock is too complicated for him. Next he approaches western door, listens for a moment or two, and deciding it is safe, he proceeds to open them. Still standing in front of the open doorway, Zane takes a good look around.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Nadab |

Nadab slowly sits up looking about. " ugh, What a scrap, I got knocked out? "
Nadab looks about for anything he could use as a club.
Perception: 1d20 - 1 ⇒ (9) - 1 = 8

GM Everflame |

The large chamber behind the unlocked western door contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags (similar to those you found outside) and three brooms. The wailing you've heard since entering the crypt is louder in this chamber. (I did it wrong before - the wailing is coming from the west.)
Be mindful of movement rules when entering this chamber - please move only up to your max speed in each post to make it easier for me. That pretty much holds true for the rest of this adventure. And, remember to post map links if and when you move.

Bern Kinman |

Nadab |

" It's alright, " Nadab says gritting his teeth as he gets to his feet. " I feel about as good as I look. "

Nadab |

.
Thanks
Nadab watches as his wounds close over and stop bleeding. "Thanks Ven." Then he picks up his spear. "This seems pretty useless against skeletons... nothing to stab is there."
He moves up the steps, much steadier on his feet than before.

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Raising a hand in order to signal to Bern and the others that he is about to enter inside, Zane holds his breath and steps inside. Careful not to potentially trigger any traps, weapons at the ready, Zane cautiously and silently enters the room in front of him, and steps towards right. He looks around, both to his left and right, as well as above him.
I'm guessing my last perception check is still valid. On case you need a new one, I'll roll it later, or feel free to roll for Zane in order not to pause the game for too long.

Nadab |

.
" Come on you guys, we shouldn't let Zane get to far ahead " Nadab says moving to the door so he's ready in case Zane gets in to trouble.

Bern Kinman |

GM Everflame |

The chamber Zane entered contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms. The wailing you first heard upon entering the crypt is louder in this chamber and seems to be coming from the north upon entering it.
Please do your best to separate your character's knowledge from what you see on the map. For example, Zane is the only one who actually knows about the switch on the map because he is the only one close enough to see it.
@Venedictos I moved you so that you wouldn't fall behind the others. Feel free to move yourself back if you intend to stay behind.

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Echoes wailing and his heart pounding stronger, Zane gestures to his friends, showing them to check the saddlebags. Putting his back against the left (south) wall, he takes just a single step forward and crouches. From the crouching position he takes a careful peek towards south, taking comfort in one of the many small tricks of the trade. When you peek behind the wall, always do it low, because if anyone is expecting you at the other side, they expect you at human height
Satisfied that there are no hostiles, Zane does a cursory examination for traps or hidden features, before deciding on his next step.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Nadab |

Nadab steps into the room full of pillars and swiftly checks through the saddle bags.
perception: 1d20 - 1 ⇒ (7) - 1 = 6
Not expecting to find anything in the saddle bags as you already said they were empty, btu it makes sense in character and gets me into the room

Bern Kinman |

GM Everflame |

From the arrangement of dust around the edges of the stones ahead, Zane detects two pit traps near him and his comrades, indicating them with their predetermined silent signal.
Nadab finds that the bags are empty.
Bern sees nothing of particular interest through the dark maze of pillars in this chamber (at least from where he's standing).

Venedictos |

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Startled by the discovery, Zane understands that there are not one, but two hidden pit traps. He signals this to Bern and the others, before addressing Nadab who was closest to him in a low voice: "Maybe you could use the shaft of the broom as a club, eh? There's a secret switch over here, I'm gonna flick it. Be ready, tell others, but quietly"
If I understand correctly, pit traps can not be "dismantled" so Zane will only mark them clearly with chalk before proceeding
Seeing the others are ready for what may come, Zane proceeds to engage/flick the switch.

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@Zane Actually, the pit traps can each be disabled by a DC 20 Disable Device check.
Thanks for the tip, but I do not think Zane is "up to the task" at this point. Plus, those might come handy later on if we encounter some non-intelligent monsters...
Still in a low voice, Zane addresses his compatriots: "Hm, seems that nothing visible (here) is happening. Make sure to note the signs I have marked the traps with"
Showing them the signs he made with chalk on the floor, Zane whispers: "OK then, let us try to go south" He passes between Nadab and Venedictos, and positions himself south of Bern, trying to make sure there are no traps around.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
For some reason I can not position myself properly on Ditzie/Map - can someone please put me 1 square bellow/south of Bern?

Bern Kinman |

New Map
done

Nadab |

When I clicked on Bern's link Zane was still near the switch?
"Carefull Zane, there could be trap doors all through this room."
Nadab says moving further in as well.
Perception: 1d20 - 1 ⇒ (3) - 1 = 2 Looking for more pits...

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When I clicked on Bern's link Zane was still near the switch?
yeah, it was the same for me, but your map/link works. So thanks...and regarding the trap doors, with our rolls I would not be surprised if we find one real soon - by falling into it :-(

Nadab |

That's what I said just now to my mate OberonViking who's lurking here... I'll find that pit... WITH MY FACE!

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For some reason, whenever I try to click&drag Zane's icon, it appears significantly higher (on the map), so I can not position his icon properly.
Painstakingly slow, Zane continues his progress through the labyrinth, trying to make sure they do not fall prey to some random snare or a hidden creature.
Moved diagonal left (South-East, if South is down), check for traps/surprises/hidden stuff Perception: 1d20 + 5 ⇒ (10) + 5 = 15
EDIT: Found a workaround - I'm using Google Chrome, and issue with ditzie appears there. Tried it in IE and it seems to work finally

GM Everflame |

Venedictos |

"Do you really think deadly pit traps are likely here?" Venedictos asks. "This is just a guess, but while I would say the presence of the skeletons is unusual, and not what those poor townspeople back there were expecting, retrieving this flame has been the job of ordinary citizens and village youths for decades. All that stuff back in town of preparing us for a dangerous mission was all for show. Something must have happened here, either a foul magic has penetrated the tomb animating done if it's residents, or an evil necromancer has decided to make this place his home and lair, but before that, I highly doubt there was anything dangerous here. Are those pit traps freshly made, or did the town council really send us here to get our necks broken?"

Nadab |

Nadab moves west to the next pillar poking the floor in front of him with the butt of his spear as he goes.
Perception: 1d20 - 1 ⇒ (9) - 1 = 8
"I didnt expect any walking skeletons that's for sure. Do you think we should head back and tell the Mayor?"

GM Everflame |

Moving along slowly, testing the floor with the butt of his spear, Nadab manages to make it all the way to end of the corridor without incident.
I am going to redo the map tomorrow and see if that doesn't solve our ditzie problems. Otherwise, I find zooming out once or twice usually gives me enough to space to move things without issue.

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"I didnt expect any walking skeletons that's for sure. Do you think we should head back and tell the Mayor?"
"Nah, we came here to retrieve the flame. Hardships and difficulties are to be expected...and overcome. For now, I say we continue. We are the Champions of Kassen - we should prevail." - a bit naive, Zane keeps insisting that they should continue deeper into the tomb. As if to emphasize that, after marking with chalk the position of newly found trap, he moves deliberately (but carefully) further to the south, determined to endure.
"After all Venedictos, even if we encounter more skeletons, your fate and the song and light of Shelyn will help us."
Perception: 1d20 + 5 ⇒ (16) + 5 = 21

GM Everflame |

Zane once again manages to stop just short of a pit trap, noticing the uneven panel of stone before stepping upon it. At the end of the corridor is another switch similar to the other two he found previously.
@Zane You are dominating this chamber. The other volunteers should be very thankful you came along.

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Just tryin' to survive ("against the sadistic GM who placed too much traps in a low-level dungeon", that's all :-) Kidding aside, Zane is just being careful and lucky, that's all. Finally, that's why they brought me, right?
Feeling cold sweat building bellow his armor, Zane stops in his tracks just before hitting another trap. Again, he takes his chalk and carefully marks the location of yet another pit, all the while gesticulating to Bern and others where the danger is. He goes back towards Venedictos and the fighter, informing them both about the trap as well as of the switch: "What do you think these switches are for? Nothing happened when I flipped the first one. Maybe we need to activate them all? But how much is all?"
After hearing the opinions of the other party members, Zane proceeds again towards south, this time taking the eastern tunnel.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Nadab |

Perception: 1d20 - 1 ⇒ (5) - 1 = 4
"Maybe we need to switch them all at once?"
Nadab replies as he walks down the other side of the room, still tapping the floor as he goes.

GM Everflame |

Nadab walks clumsily along the corridor as Zane moves even further into the chamber, this time without locating another trap or switch.
@Nadab Don't forget to add a +4 modifier to your Reflex save because your tapping the floor with your spear.

Nadab |

reflex save: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 so close!
" Aah!... " Nadab exclaims as he suddenly drops through the floor. " Oohgf, ow,... That hurts... Wait pillo... Oh... Well at least I know why those poor guys were carrying pillows now. " Nadab raises his voice a little so the others will here him. " Hey Ven, I think the mayor knows about the pit traps. They're full of pillows.... Hey there's a note down here. Three to open, but be quick... For the door will only open for those who work together... Hey I think that means the switches!"
Nadab attempts to climb out of the pit. On the south side.
Climb: 1d20 + 2 ⇒ (9) + 2 = 11

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Startled by Nadab's fall, Zane is relieved to hear that everything is OK with half-orc: "Pillows?! In the pit traps...but why would someone do that?!"
Now convinced that there are even more traps in the labyrinth, Zane proceeds towards the switch, cautiously probing the floor ahead with his weapon.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Venedictos |

Venedictos smiles. "They'd do it because while this is a real crypt with real security precautions, it is used in a challenge they sometimes send village youths on. It's not supposed to be dangerous. Just more proof that those skeletons are not supposed to be here. Let's go open the other pits and see if they contain pillows and notes, then close them all again in case we need to use them against more undead."